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Lesson 13

Lesson 13. Introduction to Classes. Procedural versus Object-Oriented Programming. Procedural programming focuses on the process/actions that occur in a program. The program starts at the beginning, does something, and ends.

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Lesson 13

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  1. Lesson 13 Introduction to Classes CS1 Lesson 13 -- Introduction to Classes

  2. Procedural versus Object-Oriented Programming • Procedural programming focuses on the process/actions that occur in a program. The program starts at the beginning, does something, and ends. • Object-Oriented programming is based on the data and the functions that operate on it. Objects are instances of abstract data types that represent the data and its functions CS1 Lesson 13 -- Introduction to Classes

  3. Key Point • An object or class contains the data and the functions that operate on that data. Objects are similar to structs but contain functions, as well. CS1 Lesson 13 -- Introduction to Classes

  4. Limitations of Procedural Programming • If the data structures change, many functions must also be changed • Programs that are based on complex function hierarchies are: • difficult to understand and maintain • difficult to modify and extend • easy to break CS1 Lesson 13 -- Introduction to Classes

  5. Object-Oriented ProgrammingTerminology • class: like a struct (allows bundling of related variables), but variables and functions in the class can have different properties than in a struct • object: an instance of a class, in the same way that a variable can be an instance of a struct CS1 Lesson 13 -- Introduction to Classes

  6. Classes and Objects • A Class is like a blueprint and objects are like houses built from the blueprint CS1 Lesson 13 -- Introduction to Classes

  7. Object-Oriented ProgrammingTerminology • attributes: members of a class • methods or behaviors: member functions of a class CS1 Lesson 13 -- Introduction to Classes

  8. More Object Terms • data hiding: restricting access to certain members of an object • public interface: members of an object that are available outside of the object. This allows the object to provide access to some data and functions without sharing its internal details and design, and provides some protection from data corruption CS1 Lesson 13 -- Introduction to Classes

  9. Creating a Class • Objects are created from a class • Format: class ClassName { declaration; declaration; }; CS1 Lesson 13 -- Introduction to Classes

  10. Classic Class Example CS1 Lesson 13 -- Introduction to Classes

  11. Access Specifiers • Used to control access to members of the class • public: can be accessed by functions outside of the class • private: can only be called by or accessed by functions that are members of the class • In the example on the next slide, note that the functions are prototypes only (so far) CS1 Lesson 13 -- Introduction to Classes

  12. Class Example CS1 Lesson 13 -- Introduction to Classes

  13. Access Specifiers Private Members Public Members CS1 Lesson 13 -- Introduction to Classes

  14. Access Specifiers (continued) • Can be listed in any order in a class • Can appear multiple times in a class • If not specified, the default is private CS1 Lesson 13 -- Introduction to Classes

  15. Using const With Member Functions • const appearing after the parentheses in a member function declaration specifies that the function will not change any data in the calling object. CS1 Lesson 13 -- Introduction to Classes

  16. Defining a Member Function • When defining a member function: • Put prototype in class declaration • Define function using class name and scope resolution operator (::) int Rectangle::setWidth(double w) { width = w; } CS1 Lesson 13 -- Introduction to Classes

  17. Global Functions • Functions that are not part of a class, that is, do not have the Class::name notation, are global. This is what we have done up to this point. CS1 Lesson 13 -- Introduction to Classes

  18. Accessors and Mutators • Mutator: a member function that stores a value in a private member variable, or changes its value in some way • Accessor: function that retrieves a value from a private member variable. Accessors do not change an object's data, so they should be marked const. CS1 Lesson 13 -- Introduction to Classes

  19. Defining an Instance of a Class • An object is an instance of a class • Defined like structure variables: Rectangle r; • Access members using dot operator: r.setWidth(5.2); cout << r.getWidth(); • Compiler error if you attempt to access a privatemember using dot operator CS1 Lesson 13 -- Introduction to Classes

  20. Derived Attributes • Some data must be stored as an attribute. • Other data should be computed. If we stored “area” as a field, its value would have to change whenever we changed length or width. • In a class about a “person,” store birth date and compute age CS1 Lesson 13 -- Introduction to Classes

  21. Pointers to Objects • Can define a pointer to an object: Rectangle *rPtr; • Can access public members via pointer: rPtr = &otherRectangle; rPtr->setLength(12.5); cout << rPtr->getLength() << endl; CS1 Lesson 13 -- Introduction to Classes

  22. Dynamically Allocating Objects Rectangle *r1; r1 = new Rectangle(); • This allocates a rectangle and returns a pointer to it. Then: r1->setWidth(12.4); CS1 Lesson 13 -- Introduction to Classes

  23. Private Members • Making data members private provides data protection • Data can be accessed only through public functions • Public functions define the class’s public interface CS1 Lesson 13 -- Introduction to Classes

  24. Private Members Code outside the class must use the class's public member functions to interact with the object. CS1 Lesson 13 -- Introduction to Classes

  25. Separating Specification from Implementation • Place class declaration in a header file that serves as the class specification file. Name the file ClassName.h, for example, Rectangle.h • Place member function definitions in ClassName.cpp, for example, Rectangle.cpp File should #include the class specification file • Programs that use the class must #include the class specification file, and be compiled and linked with the member function definitions CS1 Lesson 13 -- Introduction to Classes

  26. Inline Member Functions • Member functions can be defined • inline: in class declaration • after the class declaration • Inline appropriate for short function bodies: intgetWidth() const { return width; } CS1 Lesson 13 -- Introduction to Classes

  27. Tradeoffs – Inline vs. Regular Member Functions • Regular functions – when called, compiler stores return address of call, allocates memory for local variables, etc. • Code for an inline function is copied into program in place of call – larger executable program, but no function call overhead, hence faster execution CS1 Lesson 13 -- Introduction to Classes

  28. Constructors • Member function that is automatically called when an object is created • Purpose is to construct an object and do initialization if necessary • Constructor function name is class name • Has no return type specified • (What is the real return type?) CS1 Lesson 13 -- Introduction to Classes

  29. Default Constructors • A default constructor is a constructor that takes no arguments. • If you write a class with no constructor at all, C++ will write a default constructor for you, one that does nothing. • A simple instantiation of a class (with no arguments) calls the default constructor: Rectangle r; CS1 Lesson 13 -- Introduction to Classes

  30. Passing Arguments to Constructors • To create a constructor that takes arguments: • indicate parameters in prototype:Rectangle(double, double); • Use parameters in the definition:Rectangle::Rectangle(double w, double len){ width = w; length = len;} CS1 Lesson 13 -- Introduction to Classes

  31. Passing Arguments to Constructors • You can pass arguments to the constructor when you create an object: Rectangle r(10, 5); CS1 Lesson 13 -- Introduction to Classes

  32. More About Default Constructors • If all of a constructor's parameters have default arguments, then it is a default constructor. For example: Rectangle(double = 0, double = 0); • Creating an object and passing no arguments will cause this constructor to execute:Rectangle r; CS1 Lesson 13 -- Introduction to Classes

  33. Classes with No Default Constructor • When all of a class's constructors require arguments, then the class has NO default constructor • When this is the case, you must pass the required arguments to the constructor when creating an object CS1 Lesson 13 -- Introduction to Classes

  34. Destructors • Member function automatically called when an object is destroyed • Destructor name is ~classname, e.g., ~Rectangle • Has no return type; takes no arguments • Only one destructor per class, i.e., it cannot be overloaded • If constructor allocates dynamic memory, destructor should release it CS1 Lesson 13 -- Introduction to Classes

  35. Constructors, Destructors, and Dynamically Allocated Objects • When an object is dynamically allocated with the new operator, its constructor executes:Rectangle *r = new Rectangle(10, 20); • When the object is destroyed, its destructor executes:delete r; CS1 Lesson 13 -- Introduction to Classes

  36. Overloading Constructors • A class can have more than one constructorOverloaded constructors in a class must have different parameter lists: Rectangle();Rectangle(double); Rectangle(double, double); CS1 Lesson 13 -- Introduction to Classes

  37. Only One Default Constructor and One Destructor • Do not provide more than one default constructor for a class: one that takes no arguments and one that has default arguments for all parameters Square(); Square(int = 0); // will not compile • Since a destructor takes no arguments, there can only be one destructor for a class CS1 Lesson 13 -- Introduction to Classes

  38. Member Function Overloading • Non-constructor member functions can also be overloaded: void setCost(double); void setCost(char *); • Must have unique parameter lists as for constructors CS1 Lesson 13 -- Introduction to Classes

  39. Using Private Member Functions • A private member function can only be called by another member function • It is used for internal processing by the class, not for use outside of the class • If you wrote a class that had a public sort function and needed a function to swap two elements, you’d make that private CS1 Lesson 13 -- Introduction to Classes

  40. Arrays of Objects • Objects can be the elements of an array: Rectangle rooms[8]; • Default constructor for object is used when array is defined CS1 Lesson 13 -- Introduction to Classes

  41. Arrays of Objects Must use initializer list to invoke constructor that takes arguments: Rectangle rArray[3]={Rectangle(2.1,3.2), Rectangle(4.1, 9.9), Rectangle(11.2, 31.4)}; CS1 Lesson 13 -- Introduction to Classes

  42. Arrays of Objects • It isn't necessary to call the same constructor for each object in an array: Rectangle rArray[3]={Rectangle(2.1,3.2), Rectangle(), Rectangle(11.2, 31.4)}; CS1 Lesson 13 -- Introduction to Classes

  43. Accessing Objects in an Array • Objects in an array are referenced using subscripts • Member functions are referenced using dot notation: rArray[1].setWidth(11.3); cout << rArray[1].getArea(); CS1 Lesson 13 -- Introduction to Classes

  44. The Unified Modeling Language • UML stands for Unified Modeling Language. • The UML provides a set of standard diagrams for graphically depicting object-oriented systems CS1 Lesson 13 -- Introduction to Classes

  45. UML Class Diagram • A UML diagram for a class has three main sections. CS1 Lesson 13 -- Introduction to Classes

  46. Example: A Rectangle Class class Rectangle { private: double width; double length; public: boolsetWidth(double); boolsetLength(double); double getWidth() const; double getLength() const; double getArea() const; }; CS1 Lesson 13 -- Introduction to Classes

  47. UML Access Specification Notation • In UML you indicate a private member with a minus (-) and a public member with a plus(+). These member variables are private. These member functions are public. CS1 Lesson 13 -- Introduction to Classes

  48. UML Data Type Notation • To indicate the data type of a member variable, place a colon followed by the name of the data type after the name of the variable. - width : double - length : double CS1 Lesson 13 -- Introduction to Classes

  49. UML Parameter Type Notation • To indicate the data type of a function’s parameter variable, place a colon followed by the name of the data type after the name of the variable. +setWidth(w : double) CS1 Lesson 13 -- Introduction to Classes

  50. UML Function Return Type Notation • To indicate the data type of a function’s return value, place a colon followed by the name of the data type after the function’s parameter list. + setWidth(w : double) : void CS1 Lesson 13 -- Introduction to Classes

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